e[Single]
#ScriptVersion[2]
#Title[UR3]

script_enemy_main{
	
	@Initialize{
		//ACeύX
		point_num *= 5;
		spower_num *= 2;
		
		//f[^
		InitializeData();
		Initialize_Fairy( MIDDLE_RIBBON );
		
		//摜ݒ
		imgBoss = imgFairy_Blue;
		
		//Ctݒ
		SetLife( 400 );
		
		//蔻ݒ
		SetCollisionEx( 32, 8, false, 30 );
		
		//C^XNJn
		TMain();
	}
	
	@MainLoop{
		//yield[v
		yield;
	}
	
	@DrawLoop{
		//d摜`
		DrawFairy( imgBoss );
	}
	
	@Finalize{
		//̒eACeɕς
		DeleteEnemyShotToItem( CHILD );
		
		//ŏI
		FinalizeData();
	}
	
	/**
	 * C^XN
	 */
	task TMain(){
		//40F(0.66b)҂
		FWait( 40 );
		
		//U
		alternative( difficult )
			case( "Easy" ){
				Atack_Easy();
			}
			case( "Normal" ){
				Atack_Normal();
			}
			case( "Panic" ){
				Atack_Panic();
			}
	}
	
	/**
	 * Easy UC^XN
	 */
	task Atack_Easy(){
	}
	
	/**
	 * Normal UC^XN
	 */
	task Atack_Normal(){
	}
	
	/**
	 * Panic UC^XN
	 */
	task Atack_Panic(){
		Atack1();
		Atack2();
	}
	
	/**
	 * e^XN1
	 */
	task Atack1(){
		let speed = GetSpeed();
		let count = 0;
		let angle = 0;
		
		SetSpeed( 0 );
		loop( 360 / 90 ){
			angle = GetAngleToPlayer() + rand( -30, 30 );
			ascent( i in 0..36 ){
				count = 0;
				loop( (i + 1) ){
					CreateShot02( GetX(), GetY(), 2.6, angle + ( -( i / 2 ) + count ) * 14, i * 0.008, 9, US_SCALE_RED, 0 );
					count += 1;
				}
				FWait( 2 );
			}
			FWait( 20 );
		}
		SetSpeed( speed );
		
		FWait( 120 );
		
		//G
		isautodelete = true;
		VanishEnemy();
	}
	
	/**
	 * e^XN2
	 */
	task Atack2(){
		
	}
	
	//XNvg̃CN[h
	#include_function ".\..\..\initialize_zako.txt"
}